Combat Medic Archive

Thread: Identical components what do I need?

CrazyfrasyWookie
Tue May 11, 2004 5:21 am
#1

I'm a noob CM, so bear with me... I thought it was a Food and Chemical factory that I needed, but I keep getting the message that I don't have a schematic. I'm trying to create Resilience Compounds and Infection Amplifiers... so which factory is it, if not Food and chem?
Loonytic
Tue May 11, 2004 5:45 am
#2

its is a food and chem factory that you need to place your schematic in,have you made a schematic?and if so have you placed the schematic in the factory?
Agent001
Tue May 11, 2004 7:46 am
#3




http://www.iootnega.com/doctor/faq.asp#q18



How do I use a factory?


Factories can be used to make multiple identical items. By identical, I mean that every item produced in a factory (from a single schematic) will have the same serial number. It will also have the exact same stats as the item from which the new items are based.


Okay, to start from the very beginning, if you want to make pharmaceuticals in your factory, you're going to need a Food Factory (for some reason, it isn't called a Food/Chemical Factory like the Food/Chemical Crafting Tool). Most architects can make one of these for you, but they can be a little pricey.


Once you have a factory, you need a manufacturing schematic to load into the factory. A manufacturing schematic tells the factory what to make and what ingredients it needs to make that item. So, let's start by making a manufacturing schematic.


Grab your food and chemical crafting tool and go near a food and chemical crafting station. Load the schematic of the item you want to mass produce into your crafting tool. Let's say we're making a biological effect controller, so you'll need 6 units of organic and 6 units of inorganic. Once you've got the schematic loaded, insert the resources that you're planning on using to do the factory run. Then, assemble the item. At this point, you'll be given 3 options, experimentation, creating a prototype, or creating a manufacturing schematic. Most likely, you want to experiment on the item at this point to make it better. Once you're done experimenting, you'll be returned to this screen. When that happens, press the "Create Manufacturing Schematic" button. This will take you forward to a screen where you can name the item (I usually leave this alone, but you can change it if you'd like) and you can set the manufacturing limit for the schematic. There is a slider that you can use to vary the limit from 1-100, but you can also type an extra zero in there to make a limit of 1000. Typing anything over 1000 results in an error message. If you only have enough resources for 50 items, you might want to set it at 50, but I usually set mine to the maximum and, if I run out of resources before I make 1000 items, I simply destroy the schematic.


Now that you have your factory, you're going to need to find a place to put down your factory. Put it somewhere convenient (and preferably near a crafting station - find a house nearby that has one or buy a droid with one in it). Once your factory is put down, you'll want to load it with some credits and power. Factories require 1,440 credits per day for upkeep and 1,200 power per day (although power is only used while it's running). You can accomplish these tasks by accessing the "Pay Maintenance" and "Deposit Power" options in the radial menu. To see what maintenance and power is left, you can check by using the "Status" command.


Now that your factory is set to go, you need to load that manufacturing schematic. To do so, select "Access Schematic Slot" from the factory Options menu. Find the schematic you want to use and click the "Use Schematic" button. Your factory now knows what it is going to build and what it needs to build it.


So, the next step is to load the ingredients into the Ingredient hopper. You can access this hopper by selecting "Ingredient Hopper" from the Options menu. Simply drag the resources you want to use in your factory from your inventory into the ingredient hopper. Note that you MUST use the EXACT same resources you used to create the manufacturing schematic. Factories make identical items from identical resources. That means that if you used Tatooinian Domesticated Oats called Oimiev to make the schematic, you MUST put Oimiev in the ingredient hopper. Nothing else will do, not even a different type of Tatooinian Domesticated Oats. So, if you're going to do a large run of identical items, make sure you have a large number of resources to do it. If you've forgotten what resources you used to make the manufacturing schematic, you can bring up the ingredient list by selecting the "Ingredient List" option in the Options menu.


Once you have your ingredients in place, you're set to go. Now, just click on the "Start Manufacturing" button under options and you'll get an activation message letting you know that the factory has started. Items can take a while to produce (roughly 8 seconds per complexity, so about 2 minutes for a biological effect controller) and will eventually show up in a factory crate in the Output Hopper. Factory crates of medical items can hold up to 50 items - the crates only take up 1 inventory space. So, with 6 crates of woundpacks, it would be possible to be walking around with 300 woundpacks (50 for each attribute) and have plenty of space to spare!


Okay, so that take care of making simple items in a factory, but what about more complex items, like a Small Stimpack - B? Well, like I said earlier, all ingredients must be identical. Because a Small Stimpack - B requires subcomponents, you'll want to first do factory runs of each of the subcomponents. This will yield crates of subcomponents that are all identical (they all have the same serial number). When you're done with that, take 1 of each subcomponent out of each crate (1 BEC, 1 LS, and 1 CRDM - you can take one out through the radial menu or simply by double-clicking the crate) and use those to make the manufacturing schematic for the Small Stimpack - B. When you load the manufacturing schematic for the stimpack into the factory, simply load the crates of subcomponents that you just used into the ingredient hopper along with the organics and inorganics that you used.


A few other notes about factories. If you ever need to redeed a factory (in order to move it, perhaps), make sure you've removed everything from it. Empty the ingredient and output hoppers, as well as the schematic slot. In order to reclaim the deed, you'll need to have at least 3000 credits in the factory. Those credits will be used up in the redeeding process, but any extra credits and power will remain.


Also, once a factory is running, the Options menu changes to have only one option: "Stop Manufacturing." However, you can actually access the Output Hopper by opening the radial menu and selecting "Options." Don't select "Stop Manufacturing" under Options, just select "Options" itself. This will open the output hopper. This hopper will refresh automatically when items are added to it and you can readily pull items from here while the factory is running.


The Output Hopper of a factory also makes for an excellent storage space. It can hold up to 100 items and when we're talking about crates of up to 50 items each, that's 5,000 items. Once you remove something from the output hopper, though, you can't put it back in. So, if you just made a large batch of items that you wish to sell, you might want to leave some of them in the output hopper until you have somewhere to put them.

Message Edited by Agent001 on 05-11-2004 08:49 AM

Loonytic
Tue May 11, 2004 7:49 am
#4

MY EYES!!!!!!!!!!
SioBabble
Tue May 11, 2004 9:42 am
#5

While the bins are good for storage, be aware that if you screw up and don't pay maint, everything goes poof.


My PA had (note past tense) food/chem factory that was used by a departed member for storage of very valuable goods, like krayt pearls, peko peko albatross feathers, and other fantastically hard to get loot. The PA member who owned it didn't show up for a few days, the other guildies didn't check, and the whole thing went poof, taking all the loot with it.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Nolston
Thu May 13, 2004 7:14 am
#6


I made ABEC's in my factory and now when I try to craft where it needs more then one identical component it doesn't show up in my inventory as an option. (Using Filter) Any ideas whats going on? Bug? I am also standing next to my personal crafting station and using a Food and Chemical tool.
Loonytic
Thu May 13, 2004 7:54 am
#7

what are you trying to craft with your ABECs?
Nolston
Thu May 13, 2004 9:39 am
#8

I'm trying to make ranged stim D's. This also happens with all of my other schematics when I try to make anything that requires an identical component. My crates are only good if the schematic calls for a quatity of one. Any Ideas?
jfang
Thu May 13, 2004 10:05 am
#9

This is a known bug the devs are currently trying to fix. (I think there is a thread about in on the first page of the combat medic forum. I think it's called "crafting bug" but am not sure.)
Rikilii
Thu May 13, 2004 7:30 pm
#10

missed the part about "guild" stuff






---------------------------------------------------

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
Rikilii
Fri May 14, 2004 12:00 am
#11






SioBabble wrote:

While the bins are good for storage, be aware that if you screw up and don't pay maint, everything goes poof.


My PA had (note past tense) food/chem factory that was used by a departed member for storage of very valuable goods, like krayt pearls, peko peko albatross feathers, and other fantastically hard to get loot. The PA member who owned it didn't show up for a few days, the other guildies didn't check, and the whole thing went poof, taking all the loot with it.









Same thing would happen with a house. But in any case, you should always keep your really valuable stuff in your inventory or your bank .





---------------------------------------------------

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
SioBabble
Fri May 14, 2004 12:43 am
#12






Rikilii wrote:




Same thing would happen with a house. But in any case, you should always keep your really valuable stuff in your inventory or your bank .







Definitely agree. The catch of course with 'guild owned' things is that you've got to trust whoever holds them in their inventory or (more likely) their saftey deposit box.




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


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